Ok, give me the games…
So, now we know what 3D textures are, we know about some of their problems, but we also know that there are solutions for them. Now, how can we use them for a better gaming experience. As with all texturing tricks, its up to the imagination of the game developer. I mean just look at how many uses there are for dual texturing (lightmaps, gloss maps, bump map techniques, detail maps, etc…). There are some known uses for 3D textures and some are introduced below.
Simple texturing
The first is, of course, simple texturing. All developers like techniques that are easier. Using 3D textures the issue of discontinuities in texture maps, and wrapping issue are gone. However, the big size of these maps (probably even after compression) will scare developers away from this approach.
Special multi-layer effects
The various layers (slices) inside a 3D texture can be used to create funky effects. Say you have a wall, on the outside you have some cheesy paper, below that some white plaster and then red bricks. Imagine shooting a wall and seeing each of these layers appear! With 3D textures this can be done easily. The same principle can be used for other objects, imagine a marble statue, now imagine shooting part of it away. With 2D textures you would have a hard time generating a good texture for the surface cut, with 3D textures no need to worry, the cut surface automatically has the correct texture colors. You could even create 3D sections of a human body, Ok, its rather gross, but imagine shooting someone in half and seeing the correct anatomy inside! Again, 3D textures can make it happen.
Volumetric Fog
You know you want it, I know I want it. Imagine swirling fog covering the floor. Today this is almost impossible to implement, with 3D textures it can be done. Create a volumetric image of the fog inside your 3D texture. Next you render this volume by simply applying several translucent layers on the floor using the volumetric fog texture. Each texture shows an intersection of your volume and 5 or so slices should create a very convincing fog effect. Similar principles can be used to create realistic cloud and smoke/fire effects.
Animations
Instead of swapping and switching textures to create animation you can now store the animation inside a 3D texture. Each slice is a new image, by changing the R coordinate you select the correct animation frame. Thank to the interpolation between the frame you can get very smooth and great looking animations. Again excellent to simulate glowing and fire effects.